stuguy 15 Posted June 10, 2009 it would be more helpful if the editor would save your units in their last known position. IE, I load the air craft carrier and put players and jets on it and save...everything goes back in the water. Share this post Link to post Share on other sites
DnA 5154 Posted June 10, 2009 The Object Composition templates are very good. The Dynamic Object Compositions are not exclusive to the 3D editor. They are simply a module (DynO). There is a library of such templates. You can spawn any template, anywhere, on any angle. Or you can spawn a specific template. Or you can pass some tags like "usmc", "tent", "medium" and it will spawn a random template matching those tags. Or ... :) I've opened a BiKi page on it, now I just need to fill it. Share this post Link to post Share on other sites
twisted 128 Posted June 10, 2009 The Dynamic Object Compositions are not exclusive to the 3D editor. They are simply a module (DynO). There is a library of such templates. You can spawn any template, anywhere, on any angle. Or you can spawn a specific template. Or you can pass some tags like "usmc", "tent", "medium" and it will spawn a random template matching those tags. Or ... :) I've opened a BiKi page on it, now I just need to fill it. you know you guys have put so much new stuff in that almost no-one knows about. Getting someone to add to the BIKI on all these damn good things would be useful. these added extras really add a shitload of value and hype to the game experience and that could add to Arma2's success. Share this post Link to post Share on other sites
SaBrE_UK 0 Posted June 10, 2009 This all sounds great. How can someone review the game without having found out you can do all this? This game is huge, and reviewers don't even scratch the surface. Share this post Link to post Share on other sites
Snake Man 407 Posted June 10, 2009 You should rename this topic as it is 3D Editor and not a real time editor. Share this post Link to post Share on other sites
Curious 0 Posted June 10, 2009 Shift = Rotate Alt = Up and Down Share this post Link to post Share on other sites
ISVRaDa 0 Posted June 10, 2009 Amazing again Bohemia! This game is huge, and reviewers don't even scratch the surface. :D The fucking reality Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 10, 2009 I just knew there were something fishy about all those comref commands (section: map iirc) that was not included among the biki commands... :) Great news. Share this post Link to post Share on other sites
Provac 0 Posted June 10, 2009 Control List so far ive found: Selected Object: Hold left mouse to move object Hold Alt (Move UP/DOWN) Hold Shift (Rotate Unit) CTRL+C to copy selected, CTRL+V to paste. View: Move camera up and down: Middlemouse scroll or Q and Z Move camera: Hold right mouse button or WASD Slow down camera movement speed: Hold CTRL + WASD Controll like FPS at current level: HOLD Right mouse button + WASD Note! When rotating your object it will snap to the closest surface, at least this is my experience. Say you want to place 2 containers up on eachother. Copy or make a new container put it on top of the first one as close as you can get then hold shift to rotate and it should snap to a nice height ontop of the other. Probably more but here some of it is in one post. BTW thanks BIS this 3d editor is awesome. Its so simple to use to :D Share this post Link to post Share on other sites
Curious 0 Posted June 10, 2009 (edited) Is there a way to incorporate the attachto command without guessing the x,y,z variable (or whatever).... just found a bug : Screen turn very turqiuse blue and 3d keeps going down to ground. :S Edited June 11, 2009 by Curious Share this post Link to post Share on other sites
Alex72 1 Posted June 11, 2009 Hm exactlly what i said all along - reviewers are many time big dorks wich doesnt test out the full potential of a game. ARMA2 has such depth noone can test a preview version for a few days and then know how good or bad it is. It takes some time to fully have experienced all aspects of ARMA. And on the matter of a 3D Editor: WOOOOT!!!! WHAT? YES!!! :) BIS you guys gave us what we wanted this time. :) Cant wait to get my hands on it arrgh 9 more days. Super work BIS, just super. ;) Greets Alex Share this post Link to post Share on other sites
pravania 10 Posted June 11, 2009 How do you bring the saved map/mission from the 3d editor into the normal map/mission editor? I tried to just load it and it says "read only file". So i go to un tick the read only box on the actual file but it just stays on. Share this post Link to post Share on other sites
Maddmatt 1 Posted June 11, 2009 (edited) How do you bring the saved map/mission from the 3d editor into the normal map/mission editor? I tried to just load it and it says "read only file". So i go to un tick the read only box on the actual file but it just stays on. The file format is different, I don't think you can. The 3D editor is more than just a 3D interface. It's a whole new mission system. It is very powerful. Missions are saved as scripts. So you could have one mission launch while another is running. It is also moddable by the way. Look at editor.pbo in the addons folder if you want to look at it. And then the script commands on the biki. At the moment I would say it's best for beginners to stick with the 2D editor. The 3D editor is a bit complicated but once it has all the functionality of the 2D editor it should be just as easy. I don't know what BIS plans with it, but I'm looking forward to seeing what happens :) Edited June 11, 2009 by Maddmatt Share this post Link to post Share on other sites
Provac 0 Posted June 11, 2009 The 3D editor doesnt make a mission file, it just creates a spawn scripts for everything youve placed in the map. I suggest making your units, waypoints and some other stuff in the 3d editor then open the folder and check your saved mission. It contains a mission.sqf file. This is the spawn script for all youve done in the 3D Editor. Now open up regular 2D editor and save the map, place the SQF from the 3D editor in there and run that SQF from the init file. Now I suggest deleting the player code from that sqf and place a new one in the 2D editor part of your mission. Now when you run a preview it will spawn everything you made in the 3D editor in the 2D editor. If you check the campaign missions thats the way BIS has done it for their missions. Might sound complicated but its really easy and it adds so much to mission design making this thing pure gold. GOOD LUCK! :D Share this post Link to post Share on other sites
pravania 10 Posted June 11, 2009 The 3D editor doesnt make a mission file, it just creates a spawn scripts for everything youve placed in the map.I suggest making your units, waypoints and some other stuff in the 3d editor then open the folder and check your saved mission. It contains a mission.sqf file. This is the spawn script for all youve done in the 3D Editor. Now open up regular 2D editor and save the map, place the SQF from the 3D editor in there and run that SQF from the init file. Now I suggest deleting the player code from that sqf and place a new one in the 2D editor part of your mission. Now when you run a preview it will spawn everything you made in the 3D editor in the 2D editor. If you check the campaign missions thats the way BIS has done it for their missions. Might sound complicated but its really easy and it adds so much to mission design making this thing pure gold. GOOD LUCK! :D Yup it works a charm cheers. Share this post Link to post Share on other sites
twisted 128 Posted June 11, 2009 suggestion for BIS. make the 3d editor easy to get started with like the 2d editor (less centre and establish group kind of hassles at first) but leave the options in for those who can make full use of such functionality. Share this post Link to post Share on other sites
The Masta 0 Posted June 11, 2009 How do I place infantry there? Share this post Link to post Share on other sites
m@ster 0 Posted June 11, 2009 (edited) 3D Editor work fine - ArmA1 to ArmA2 Edited June 11, 2009 by M@ster Share this post Link to post Share on other sites
mattxr 9 Posted June 11, 2009 3D Editor work fine - ArmA1 to ArmA2http://s8b.directupload.net/images/090611/9vtrzf7o.jpg what edits did you do? doesnt work here!? Share this post Link to post Share on other sites
PRiME 1 Posted June 11, 2009 Could someone provide a converter so you can convert it into normal editor format? Or perhaps BIS could just make it so it saves as per normal as I can't load up other missions into the editor because its done in a special format. Unsure why thought Share this post Link to post Share on other sites
Cato Larsen 10 Posted June 11, 2009 (edited) I am lost when it comes to init.sqf or sqm... Anyway, Could someone please put up what I need to use as code to launch the things created in 3d editor???? I create an Init.sqs file inside my mission folder. I got that right I guess. Then I have added the mission.sqf created by the 3d editor. Now... could someone please provide me with the text I need inside my Init???? So I can copy&paste for later guidence. Thanks in advance. EDIT: Just to say this. I have tried using the code execVM "mission.sqf" in the init.sqs, but the game crashes when trying to preview or load it. I assume it is because I buggered it up somehow. Edited June 11, 2009 by Cato Larsen Share this post Link to post Share on other sites
m@ster 0 Posted June 11, 2009 (edited) what edits did you do? doesnt work here!? Put all ArmA 1 addons (v1.0) from DVD to .....\Bohemia Interactive\ArmA 2\@ArmA1 Make new exe .......\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@ArmA1 Start ArmA2 1x Error Press Enter ArmA2 loading 2x Error ---> Press Enter and go :D "work" http://www.ofp2-arma2.com/slide2.swf Go Editor (work) ;) Press F10 Enter Press F2 Enter Press F1 and 3D View Edited June 11, 2009 by M@ster Share this post Link to post Share on other sites
sparks50 0 Posted June 11, 2009 ArmA 2 is full of gems ... isn't it ? ;) You have to dig in some dirt to find it though:) Share this post Link to post Share on other sites
frankyman 10 Posted June 11, 2009 I am lost when it comes to init.sqf or sqm... Anyway, Could someone please put up what I need to use as code to launch the things created in 3d editor???? I create an Init.sqs file inside my mission folder. I got that right I guess. Then I have added the mission.sqf created by the 3d editor. Now... could someone please provide me with the text I need inside my Init????So I can copy&paste for later guidence. Thanks in advance. EDIT: Just to say this. I have tried using the code execVM "mission.sqf" in the init.sqs, but the game crashes when trying to preview or load it. I assume it is because I buggered it up somehow. In your Mission.sqf it looks like here?? activateAddons []; activateAddons []; initAmbientLife; _this = createCenter east; _center_1 = _this; _group_0 = createGroup _center_1; _group_1 = createGroup _center_1; _unit_29 = objNull; if (true) then { _this = _group_0 createUnit ["RU_Soldier_Officer", [673.64905, 13946.498], [], 0, "CAN_COLLIDE"]; _unit_29 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; }; then try this here _center_1 = East; _group_0 = createGroup _center_1; _group_1 = createGroup _center_1; _unit_29 = objNull; if (true) then { _this = _group_0 createUnit ["RU_Soldier_Officer", [673.64905, 13946.498], [], 0, "CAN_COLLIDE"]; _unit_29 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; }; It works pretty good in sp and as Host But... how do i get it into a Mp mission on a didicate Server????????? plz help Share this post Link to post Share on other sites
Provac 0 Posted June 12, 2009 in your init.sqf if (isserver) then {execVM "3DEdScript.sqf";}; in your init.sqs (if you decide to have one) ? isserver : call compile preprocessfile "3DEdScript.sqs" Share this post Link to post Share on other sites